The inventive director behind upcoming open world RPG The Blood of Dawnwalker, Mateusz Tomaszkiewicz, has revealed that the upcoming sport can be designed across the idea of participant company and freedom of alternative. Talking in a current situation of PCGamer Journal (by way of GamesRadar), Tomaszkiewicz spoke concerning the concept of the “narrative sandbox” of The Blood of Dawnwalker.
“It’s how we permit you, the participant, to work together with it,” mentioned Tomaszkiewicz. “So the core of it’s maximizing gamers’ company and freedom of alternative, whereas, on the identical time delivering the high-quality narratives that we’re identified for crafting previously.”
Because of this gamers could have loads of selections not solely on the sport’s narrative, but in addition in gameplay phrases as nicely. Gamers can be allowed to discover the world freely whereas additionally attending to make vital selections all through their time questing in The Blood of Dawnwalker.
He revealed that the title will make use of a “synergetic strategy” to aspect quests and different aspect content material, bringing in comparisons to The Witcher 3, the place Tomaszkiewicz beforehand labored as a lead quest designer.
Design director Daniel Sadowski additionally spoke about The Blood of Dawnwalker, and the way it could have a world that feels dynamic. In line with Sadowski, “each motion and inaction in Dawnwalker have critical penalties.” Because of this the world gained’t simply be ready for the participant to get round to doing issues, and story occasions would possibly even progress with out protagonist Coen’s intervention.
Tomaszkiewicz has beforehand revealed extra particulars concerning the sport, together with the truth that its open world is not going to be a large one. As an alternative, the studio needs the open world in The Blood of Dawnwalker to be smaller and denser, very like Tomaszkiewicz’s favorite open-world video games.
“It was an open world, but it surely was a lot smaller, and it form of made me expertise it otherwise in comparison with these behemoths the place it’s simply inconceivable to essentially know each nook and cranny as a result of it’s so massive, so that you form of rush via it,” Tomaszkiewicz mentioned in an interview final week. “However when the world is a bit smaller, and also you discover it extra calmly and extra relaxed, you form of get to memorize these locations, and it feels extra such as you truly know the place. It makes you’re feeling such as you’re extra inhabited.”
One of many sport’s greatest distinctive options is its inside time restrict. Gamers should cope with an in-game time restrict of round 30 days, throughout which they should tackle varied quests, and determine whether or not they wish to as an alternative discover a number of the sport’s aspect content material.
“That is a very powerful factor for me,” mentioned Tomaszkiewicz. “As a result of whenever you put it collectively, it makes one thing actually distinctive – this sense of urgency within the video games will be upgraded. For instance, whenever you’re enjoying The Witcher 3, and you understand that Ciri wants assist, however you determine to play Gwent […], you’re feeling that it’s a sport, and it’s a extremely good sport. But it surely’s a sport.”
The Blood of Dawnwalker is in growth for PC, PS5 and Xbox Collection X/S.